[Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread thorsten . i . renk
Since according to the newsletter Stuart's current ongoing quest is to get better performance for 3d clouds, here are some of my observation: * I've noticed that when I use the relatively lowres Altocumulus texture sheet (3x3 on one sheet) I can basically use a ridiculous number of sprites

Re: [Flightgear-devel] Deadline problem approaching

2011-12-05 Thread Arnt Karlsen
On Mon, 5 Dec 2011 10:13:31 +0200 (EET), thorsten.i.r...@jyu.fi wrote in message 37256.130.234.255.4.1323072811.squir...@webmail2.cc.jyu.fi: With my computer still out (the repair company asked me to send it back after I wrote a summary of my thermal management problems, so it seems to me

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread kreuzritter2000
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan: On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote: We could do the same, but i don't know, if this works with an irregular grid, flighgear uses. This is a very interesting idea indeed. I hadn't realized that is how they

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Erik Hofman
On Mon, 2011-12-05 at 10:55 +0100, kreuzritter2000 wrote: I wonder how X-Plane solved that, they're using an irregular grid too, but the texture borders look rather seamless which makes the visual quality very realistic.

[Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-05 Thread J. Holden
Just reporting, I've been working on creating some models near PASI. When I started up PASI using fgfs --disable-real-weather-fetch --airport=PASI --aircraft=ufo none of the OBJECT_STATIC or OBJECT_SHARED models loaded. OBJECT_SIGN models DID load, however. I was rather livid for a few

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Martin Spott
kreuzritter2000 wrote: When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures choosen, the textures matched on the borders. Ah, well, but, as I

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Stuart Buchanan
On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote: Since according to the newsletter Stuart's current ongoing quest is to get better performance for 3d clouds, here are some of my observation: Thanks very much for the observations. Lots of food for thought :) As an FYI, the investigations

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Vivian Meazza
Stuart wrote: On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote: Since according to the newsletter Stuart's current ongoing quest is to get better performance for 3d clouds, here are some of my observation: Thanks very much for the observations. Lots of food for thought :) As an

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread thorsten . i . renk
Vivian: We also note that you are back to using the .png textures with their black edges etc., rather than the .dds that we provided. Use of .dds textures should at least be no worse than .png and at best will provide a small performance advantage. That's a technical requirement of Stuart's

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Stuart Buchanan
On Mon, Dec 5, 2011 at 12:32 PM, Vivian Meazza wrote: Emilian and I noticed that the local cloud effect files are using render bin 10 - thus competing with all other transparent objects, while the global clouds use render bin 9 - the dedicated cloud bin. We have tried moving all the clouds to

Re: [Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-05 Thread Csaba Halász
On Mon, Dec 5, 2011 at 6:34 AM, J. Holden stattosoftw...@yahoo.com wrote: The (brand new) Sitka scenery (the chunk south of Juneau) is at http://www.stattosoftware.com/sitka_scenery.zip Error 404 - FILE NOT FOUND -- Csaba/Jester

Re: [Flightgear-devel] Deadline problem approaching

2011-12-05 Thread Torsten Dreyer
The other option is that I make the relevant changes in January despite feature freeze. Or the third option is that the old version of Local Weather gets shipped with 2.6 - the flag to do so is still in the code. Everything you mentioned sounds like bug fixing to me, not adding new features.

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread lists
On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote: Rather than using the same texture, we can simply have a separate texture for object type and rotation. It's simple enough to place objects along a linear feature (like a road):

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Robert
Unfortunately, we are only scratching around the edges for improved performance using the existing technique, and really we need to try something a bit more radical. I read that X-Plane 10 is using a complete new system for clouds (LOD based): I haven't seen this in action, and don't know

Re: [Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-05 Thread J. Holden
http://www.stattosoftware.com/flightgear/sitka_scenery.zip I need to stop sending emails when tired :) Cheers John -- All the data continuously generated in your IT infrastructure contains a definitive record of

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Robert
I think X-Plane is using texture splatting. Please read this blog post from Ben Supnik (X-Plane scenery developer) that I read a few years ago: http://www.x-plane.com/blog/2008/12/dealing-with-repetition/ It deals not exactly with the smooth transition problem, but this technique could be applied

Re: [Flightgear-devel] flightgear.org donations (was: missing a paypal link)

2011-12-05 Thread Curtis Olson
I haven't looked into the paypal donate thing myself, but I think I saw that you could set it up so that a person could donate to specifically named needs (beyond just a generic donation.) That might be interesting -- if we could identify some specific needs and list them as donation targets.

[Flightgear-devel] Linux Ideas

2011-12-05 Thread Stephen da Silva Madeira
Hi FG devels. First of all, I'd like to congratulate and thank you by the new version of FG. It's awesome. I'm linux user, and as you probably know, our life is nothing easy, and I trough you could make our life easier. Currently, FG is only available in packages, but it's hard to us to

[Flightgear-devel] turbine inlet temperature in the seneca (TIT)

2011-12-05 Thread Tuomas Kuosmanen
Hello. I am working on some XML 2D gauges for our aviation club flight training device. We have a twin engine trainer I built over the years which runs on top of MS Flight Simulator, and I am making a flightgear setup for it to have a platform that stays alive :-) The SenecaII looks like the

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Heiko Schulz
Hi, I read that X-Plane 10 is using a complete new system for clouds (LOD based): I haven't seen this in action, and don't know how good this really is. I have tried the X-Plane 10 Demo. I have a DualCore 2.6 Ghz, 4 GB Ram, Nvidea GTX460. While graphic looks really good, and the idea behind the

[Flightgear-devel] ccmake problems with flightgear git latest

2011-12-05 Thread Sid Boyce
[ FindOpenSceneGraph.cmake:130 ] Failed to parse version number, please report this as a bug CMake Error at /usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199 (message): ERROR: Version 3.0.0 or higher of the OSG is required. Version .. was found. Call Stack (most recent call

[Flightgear-devel] terragear git repo access

2011-12-05 Thread Peter Sadrozinski
Hello, I think I've reached a good point to start applying changes to the terragear repo. I can either start issuing merge requests, or, given access, apply changes on a dev branch. Which method is preferred by the terragear maintainers? A couple other questions about future development. 1)

Re: [Flightgear-devel] ccmake problems with flightgear git latest

2011-12-05 Thread Sid Boyce
A new clone of flightgear sorted that problem out. Regards Sid. On 05/12/11 23:38, Sid Boyce wrote: [ FindOpenSceneGraph.cmake:130 ] Failed to parse version number, please report this as a bug CMake Error at /usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199 (message): ERROR:

Re: [Flightgear-devel] terragear git repo access

2011-12-05 Thread Martin Spott
Hi Peter, Peter Sadrozinski wrote: I think I've reached a good point to start applying changes to the terragear repo. I can either start issuing merge requests, or, given access, apply changes on a dev branch. I'd say have a branch, send me your Gitorious account name, please. A couple

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, As usual, I did not take the time to really look into the code. So please excuse more or less obvious questions about the current implementation. On Monday, December 05, 2011 09:26:09 thorsten.i.r...@jyu.fi wrote: Since according to the newsletter Stuart's current ongoing quest is to get

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, On Monday, December 05, 2011 12:07:31 Stuart Buchanan wrote: I had come to the conclusion that the only way to get a signficant increase in performance would be move to using Impostors. That's a big change, particularly as the OSG implimentation appears to be broken/bit-rotted. I've